Honored Crop-Captain adds a whole new level of danger to a deck like this. That +1/+0 to other attacking creatures is huge. Soul-Scar Mage is also amazing-- I never thought that the prowess would be so great in this deck, but it very definitely is. The current build is a bit light on triggers for the prowess, but it is still quite relevant. Generally speaking those two creatures are the lightning rods of the deck and opponents learn to remove those quickly. However, there are additional threats that can come a bit later in the game (e.g., Glorybringer, Hazoret the Fervent, Oketra the True) that make this deck so threatening.

Expedition Envoy is a 2/1 for , making it a great value. Standard card in these low-to-the-ground aggro builds.

Glorybringer is a game finisher. It's good enough because it flies and has haste, but exerting it to torch a creature makes it over-the-top good. Coupled with Always Watching makes this card deadly. Perhaps a 3rd copy and a 23rd land are needed to really be great, and more play testing will help determine this.

Hazoret the Fervent replaced Hanweir Garrison and I think it was a great choice. The power of Hazoret the Fervent is way above my preliminary expectation. One of the problems I had with previous builds was my hand was emptying too quickly, and now that is a good thing. The passive burn (and discard) are also more useful than I had expected.

Honored Crop-Captain has been surprisingly good, particularly if it gets haste (via Bloodlust Inciter). Adding +1/+0 definitely changes the at an opponent decides to block, and that extra bit of damage in this aggro deck can be fatal.

Kari Zev, Skyship Raider is one of those cards that I have always wanted to play but never really found a good home for it. Now I have that home! Getting two attackers for one is pretty nice! It spreads out defense pretty well. Glad I added the card as it is a nice--albeit small-- addition to the deck.

Oketra the True was initially added to face Hazoret the Fervent in any Red Deck Wins matchups. I then added my own Hazoret the Fervents and it was suggested that I drop this to add a third Hazoret. Nope. This card adds a new level of respect to the deck-- once I drop Oketra the True my opponents definitely take notice. I can add creatures, I have a 3/6 double striker, etc... Worth a "1 of" spot. It also means I can get TWO gods out at the same time.

Soul-Scar Mage has been surprising. Prowess is fairly easy to trigger with the instants and enchantments in the deck, and the ability to turn non-combat damage into -1/-1 counters has been amazing. Slowing down bigger creatures that modest removal couldn't handle with just a single copy of a card is great, and it will change how a player attacks and defends. Soul-Scar Mage is probably one of the best cards in this deck.

Thalia's Lieutenant in a human deck (except Glorybringer) is amazing. this card adds another dimension of threat and can take over games if an opponent isn't careful.

Thraben Inspector is a solid 1/2 for , and it gets me a clue (card advantage) when it enters the battlefield. Solid card.

I don't have a sideboard guide at this point, but I hope to develop one for this deck. Thus, I present only a list of the cards and why I think they are good for the sideboard of this deck. This is certainly open for suggestions!

Abrade is great in the G/B constrictor variants because it kilels Winding Constrictors and Verdurous Gearhulks. Nothing puts a bigger frown on an opponent's face than watching a gearhulk die to Abrade. It's also fairly good in the U/R matchup for this reason, but, admittedly, that it the matchup with which this deck most poorly matches.

Authority of the Consuls slows down Ramunap Red and Zombies, and G/B Constrictor doesn't care much for it either (though it is less problematic for that deck as it is more mid-range and can deal with a bit of a slow down). That little bit of extra life can really change the game.

Declaration in Stone is just really good in the current environment. I will likely make this 3x in the main and only 1x in the side. It's that good against Ramunap Red, Zombies, etc...

Gryff's Boon
is mainly for flying over Ramunap Red and Zombies. It's also been useful against decks that seem to have a lot of fliers. Thus, it seems like a good addition to sideboard of a deck that lacks fliers.

I have seen and I have tried several versions of this deck, and this is the one that seems to work best for me. I think that additions of the gods and a couple of other creatures has helped immensely. I think I now have the mana issues figured out and I have beat zombies and G/B Constrictor decks with it. It still needs to be tweaked, but I think it is getting stronger.

WITH THE IXALAN ROTATION, I HAVE CHANGED THE DECK TO "CASUAL" AS IT IS NO LONGER STANDARD LEGAL!!!

Comments

July 24, 2017
3:55 a.m.

Mefel, I understand what you mean, but it is actually a very important card for this deck. I want to get at least one out per game, preferably two. Having four copies makes this just that little bit more reliable to draw. The anthem +1/+1 effect and vigilance for non-tokens are huge for this deck, and they make it work well. I have tried fewer copies in this and other, similar decks (e.g., white weenie, etc...), and four copies really is needed, unfortunately.

July 25, 2017
6:58 p.m.

Skaloper, sorry for the long delay before responding. I was out of the country and had limited access. I did add Abrade and it functions well in the deck. I'll have to think about the deserts. I know that they did very well in the pro tour this last weekend, but that was in mono-red where an off-color land can be less disruptive. I think in this two color build that they would disrupt the mana base too much.

Harsh Mentor is interesting, and I may play around with that one to see if it can be useful.

Thank you for the comments and suggestions!

July 30, 2017
11:29 p.m.

I run a mono white humans at my FNM someone suggested to me Repel the Abominable gets you around sweltering suns, hour of devastation, can prevent a lethal attack or even just let you attack with always watching out and not care about what creatures they have out to block with.

August 1, 2017
10:21 a.m.

August 3, 2017
12:57 a.m.

tovare, that's a fair point, but it doesn't boost any toughness. I've had that +1 toughness save many creatures. Nevertheless, you do e a fair point and it is well worth considering. Thanks for the suggestion!

August 3, 2017
9:24 a.m.

I realize now that I could have been more descriptive in my comment before. The extra toughness is nice however I think the flexibility to give two guys a boost and trample instead of one is favorable and will likely result in pushing through more damage. Same argument can be made for +4/+0 buff on one guy over a +3/+1 buff. In an aggro deck any extra damage can be the difference.

August 3, 2017
9:39 p.m.

tovare, I completely understood what you meant. To be honest, I have been testing a build that has removed Brute Strength and I think it is working better (only removal and creatures and Always Watching ). I'm likely to try that build at FNM to see how it goes. It has faired well against mono-black zombies (about 70% wins), and it's done okay against mono-red Ramunap (but not great, only about 50% wins).

Thanks again for the suggestion!

August 3, 2017
11:41 p.m.

So I've been playing a red white humans deck for 3+ months now and I can say that you want 2 shock and 2 dec in stone Instead of a 1-3 split. Also Hanweir Garrison is an all star as it synergies a with Thalia's lieutenant really well. Also Dusk / Dawn is a great sideboard card as it hoses midrange decks which can be a tough matchup.

Instant (5)

Sorcery (1)

Enchantment (4)

Sideboard (15)

2x Abrade

3x Authority&emsp13;of&emsp13;the&emsp13;Consuls

3x Declaration&emsp13;in&emsp13;Stone

3x Gryff's&emsp13;Boon

1x Hanweir&emsp13;Garrison

1x Shock

2x Stasis&emsp13;Snare

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